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New Participant
February 11, 2021

OculusQuest2 controller scale issue when using ''use per eye camera''.

Unity version: 2020.1.17f1
Oculus Integration version: 23.1.0

Hey guys,
My project is a slide show of stereoscopic images. I got 2 sprites (1 for the left and one for the right - those are sqaure image.. not dome). I didn't quite understand how to use 1 camera to render this so I went the easy way and used the prefab OVRCameraRig and selected ''use per eye camera''.

Then, I added layers on my 2 sprites and everything works fine. Although, my problem comes from the prefabs OculusTouchForQuest2LeftModel and OculusTouchForQuest2RightModel. When I build my app, the scale of those object is too small and not correctly placed. If I swap the OVRCameraRig to render only the center camera.. it works like a charm!

So, I would like to know if you guys have the same issue with the controller scale and position when using the ''use per eye camera'' setup.

Thanks in advance,

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    1 reply

    New Participant
    October 9, 2021

    Hi there, I ran into the same problem here. Have you managed to solve this out?